// Filename: directionalLight.I
// Created by:  mike (04eb99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University.  All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license.  You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::CData::Constructor
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
INLINE DirectionalLight::CData::
CData() :
  _specular_color(1.0f, 1.0f, 1.0f, 1.0f),
  _point(0.0f, 0.0f, 0.0f),
  _direction(LVector3::forward())
{
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::CData::Copy Constructor
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
INLINE DirectionalLight::CData::
CData(const DirectionalLight::CData &copy) :
  _specular_color(copy._specular_color),
  _point(copy._point),
  _direction(copy._direction)
{
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::get_specular_color
//       Access: Public
//  Description: Returns the color of specular highlights generated by
//               the light.
////////////////////////////////////////////////////////////////////
INLINE const LColor &DirectionalLight::
get_specular_color() const {
  CDReader cdata(_cycler);
  return cdata->_specular_color;
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::set_specular_color
//       Access: Public
//  Description: Sets the color of specular highlights generated by
//               the light.
////////////////////////////////////////////////////////////////////
INLINE void DirectionalLight::
set_specular_color(const LColor &color) {
  CDWriter cdata(_cycler);
  cdata->_specular_color = color;
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::get_point
//       Access: Public
//  Description: Returns the point in space at which the light is
//               located.  This is local to the coordinate space in
//               which the light is assigned.
//
//               This actually has no bearing on the visual effect of
//               the light, since the light is rendered as if it were
//               infinitely far away.  This is only used to create a
//               visible representation of the light.
////////////////////////////////////////////////////////////////////
INLINE const LPoint3 &DirectionalLight::
get_point() const {
  CDReader cdata(_cycler);
  return cdata->_point;
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::set_point
//       Access: Public
//  Description: Sets the point in space at which the light is located.
////////////////////////////////////////////////////////////////////
INLINE void DirectionalLight::
set_point(const LPoint3 &point) {
  CDWriter cdata(_cycler);
  cdata->_point = point;
  mark_viz_stale();
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::get_direction
//       Access: Public
//  Description: Returns the direction in which the light is aimed.
//               This is local to the coordinate space in which the
//               light is assigned.
////////////////////////////////////////////////////////////////////
INLINE const LVector3 &DirectionalLight::
get_direction() const {
  CDReader cdata(_cycler);
  return cdata->_direction;
}

////////////////////////////////////////////////////////////////////
//     Function: DirectionalLight::set_direction
//       Access: Public
//  Description: Sets the direction in which the light is aimed.
////////////////////////////////////////////////////////////////////
INLINE void DirectionalLight::
set_direction(const LVector3 &direction) {
  CDWriter cdata(_cycler);
  cdata->_direction = direction;
  mark_viz_stale();
}
